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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby Le another black niger » Sep 3rd, '15, 7:26 pm

TittenIgnition wrote:EDIT: For a Minecraft-style or simple square model, what would be the best combination of all these model spawnflags? I don't really get what most of them do, but they might make collision much more reliable on models that consist almost exclusively of 90 degree square faces.

Usual spawnflags 2 is the most matching mode from existing ones.

TittenIgnition wrote:P.S. Also fix the weird rounding errors or whatever the cause of these annoying ".000001" or ".999997" values on origins and etc. are.

Had that in mind; but got no assurance, that it wont break/slow down anything.
Anyway, afaic, it doesn't produce problems atm, and error isn't accumulating aswell.

TittenIgnition wrote:P.P.S. Is it a big deal to increase Radiant's grid? I'm messing with something right now that can very easily pass over the limits of Radiant's grid, and manually editing the .map in notepad is really difficult/awkward.

Yes, it is a big deal; compiler is limited to +-64k fyi too!
Precision suffers a lot at max coords, guys even had plan to limit it to +-32k; h3h3.



> A defrag overbounce plugin
This will take years! (for me-) Anyway, thanks for sharing the idea, somebody skilled will pick it up perhaps.

> Extend the radiant shader viewer/editor: Being able to autocomplete shader parameters, somehow combine it with the shader manual and to preview the final result of the shader (like in Q3ase).
This is absolutely big thing. Feel free to try jackhammer editor (hammer's clone), if you want that much. The feature itself is barely time-saving tho, if you are smart nuff to not to close game, while editing. As for better help and autocomplete: that only eases learning slightly; you need to keep things in mind anyway, while actually composing shaders.

> display all the supported model file formats by default.
Fine stuff, seems doable.
Even better one could be support of drag'n'drop to editor's window.

> A "nodraw/trigger/clip selection" button - same as "caulk selection"
True, there should be solution for often used textures; ones i imagine, are somewhat impossible (for me (atm)). Caulk selection sucks tho: it's a plugin, it can only texture object completely + deselects one.

> Feature for the camera window: Display the texture/shader or entity targetname which the crosshair points at next to the geometric statistics.
Interesting. Atm try: M3 on face in 3d, then check bottom editor's info tabs.

> The mappacker used the following path: X:/Quake//breach-rj166_FAILEDpack.pk3
I see, thats since radiant adds slash to basepath; mapper can use one w/o slash in batch file, and this should work too. Double slash appears to make no problems anyway.

>After first run of the mappacker, it complained about the following:
Code: Select all
************ ERROR ************
ParseShaderFile: scripts/space-pro.shader, line 2: { not found!
Found instead: *
Setting up
Listening...

The corresponding shader file:
Code: Select all
*******************************************************************
* Neotech Shaders Written by Chris B Jensen aka "Mr.LyCon"        *
* Evil and Dsi Shaders Written by by Yves Allaire aka "Evil Lair" *
*******************************************************************

'*' comments aren't supported in q3map2 and q3
if you add it to shaderlist, normal compile got to end up with error too
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Re: Custom radiant + noOb compiler

Postby <)Ghost(> » Sep 5th, '15, 4:22 pm

u can add comments but u have to add / prior to any comments... you can also add a comment for a particular line... see any sock shader for example.
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Re: Custom radiant + noOb compiler

Postby amt-morbus » Sep 6th, '15, 2:20 pm

<)Ghost(> wrote:u can add comments but u have to add / prior to any comments... you can also add a comment for a particular line... see any sock shader for example.


Yea, I did fix it by appending // but still strange that Q3map2 never complained about the shader file but the mappacker stopped with an error.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Sep 6th, '15, 3:24 pm

amt-morbus wrote:still strange that Q3map2 never complained about the shader file but the mappacker stopped with an error.

Le another black niger wrote:if you add it to shaderlist, normal compile got to end up with error



+packer parses all presenting shaders
+radiant ignores that erroneous one
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Re: Custom radiant + noOb compiler

Postby zagtec » Sep 13th, '15, 2:18 am

Hi, there is an issue when I try to extract the file.
please, check.
Greetings.
PD: I use winrar.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Sep 13th, '15, 8:02 am

Hi!
Winrar is commercial, 7z is free :)
Probably i used too new 7z, that winrar can't handle yet.
Can upload zipped version, is that's the problem.
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Re: Custom radiant + noOb compiler

Postby zagtec » Sep 13th, '15, 4:00 pm

Yes, please.
Thankuverymuch.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Sep 13th, '15, 5:07 pm

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Re: Custom radiant + noOb compiler

Postby Le another black niger » Sep 29th, '15, 8:04 am

Update!

q3map2
packer: +warnings on implicitMaps, mapNoComps
-repack: repacks multiple maps, strips out only required shaders; main argument is single bsp path or txt with full pathes to bsps
switches: -dbg: talkative mode; -png: include pngs, at highest priority; -complevel: -1..10, def 0, compression level
uses additional exclusions file repack.exclude with different logic
-brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
-contrast -255..255, def 0: lighting contrast
fix: number of problems, found by Visual Studio's static code analyser
(https://github.com/TTimo/GtkRadiant/com ... 0e1cfadfd6)


Radiant
improved mwheel 2d zoom by Neumond
hollow: produces not intersecting brushes
+makeRoom: like hollow, but extrudes faces outwards; for making rooms
entity inspector: tab enters Key field, toggles between key/value fields; del deletes keys; esc quits
deactivating tex dirs tree after loading dir, so SPACE and ENTER aren't broken for 2D after that
Regular, RegularLeft layouts: smaller console, bigger tex browser
Rotate, Scale dialogs: values aren't erased on Enter, OK, Apply (are on cancel, esc)
Rotate dialog: fix: new value in focused field wasn't taking in account on Enter
+updating texture directories list on 'flush and reload shaders' (reloading shaderlist aswell)
NumLock perspective window fix
ctrl+k(ConnectEntities): friendlier to complex connections, takes in account existing keys (priority: target > targetname > none)
+'all Supported formats' default option in open dialogs
defaulted show light radii
camera fov: 90->110
cubic clip: off by default; bigger def dist; fixed button's shortcut tip
prefs: min & max texture thumbnail size + dependant on scale; def = *scale .5, min 48, max 160 (makes range 96-320 visually differentiated)
fix of: convert brush entity to diff one = entity w/o brush
asking for game path at 1st start, even if one, specified in .game exists (auto picking could make confused)
disabled game autodetecting: (~2min awaiting on w7 in non admin mode was confusing)
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Re: Custom radiant + noOb compiler

Postby sL1k » Sep 29th, '15, 4:03 pm

*claphands =))))
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